Thanks!
Edited by xiongyouyi, 11 July 2012 - 12:05 AM.
Posted 11 July 2012 - 12:04 AM
Edited by xiongyouyi, 11 July 2012 - 12:05 AM.
Posted 11 July 2012 - 01:14 AM
The first idea is, that the path is not blocked. But this is often not the case (i.e. some other unit standing on the path), but at least it should not be blocked by static objects.I want to make a RTS geme use steering behavior and grid astar pathfinding, but I don't know how to handle the wall avoidance. For example, path following behavior, how to avoid the wall? There are many blocked grids, they may be the wall.
Thanks!
Posted 11 July 2012 - 02:43 AM
The first idea is, that the path is not blocked. But this is often not the case (i.e. some other unit standing on the path), but at least it should not be blocked by static objects.
I want to make a RTS geme use steering behavior and grid astar pathfinding, but I don't know how to handle the wall avoidance. For example, path following behavior, how to avoid the wall? There are many blocked grids, they may be the wall.
Thanks!
I have the following approach to solve navigation:
1. Calculate a path using A* .
2. Steer your entiy along the path using a combination of different steering behaviourslike path following, obstacle avoidance, flocking etc..
3. Use some problem tracker to check if your entity runs into problems (i.e. velocity dropped to a creep for several seconds). If an issue occurs then start an emergency behaviour (recalculate path and try again, spawn to closest valid waypoint, kill unit etc.)
Posted 11 July 2012 - 03:45 AM
Posted 12 July 2012 - 12:35 AM
Posted 12 July 2012 - 02:54 AM
Posted 12 July 2012 - 07:27 PM
Posted 13 July 2012 - 01:08 AM
Edited by Tannerd, 14 July 2012 - 01:36 AM.
Posted 13 July 2012 - 02:22 AM